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About Umarmen LeidUmarmen Leid
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Resist Cold 5, Resist Fire 5, Resist Electricity 5 --------------------
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Resurrected: At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulfill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4. --------------------
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Weapon and Armor Proficiency:
Kineticists are proficient with all simple weapons and light armor, but not shields. Elemental Focus - Air:
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.
Burn:
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage. Kinetic Blast:
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. Gather Power (Su)::
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points. Extended Range Infusion (1 Burn):
Your kinetic blast can strike any target within 120 feet. Spell-like Ability: Web 1/day (DC 13) Prehensile "Tail": Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. (In Leid's case, this is actually some particularly mobile chains that are set into her back.) --------------------
However, fate once again seemed to intervene, this time in the guise of Pavor Wintrish, a cleric of Asmodeus. Somewhat softer hearted than your typical clergy member, Pavor rescued the girl just moments before she drowned, and took her in with the other orphans he had been tasked with raising. As time went on, Pavor quickly discovered the girl to be unusually quick to take others punishments, even when he knew that she hadn't done what was being punished for. She would even lash out with nothing less than sadistic glee at other children if she thought that she could get away with it. Wanting to curb any potentially troublesome character flaws later on in her life, Pavor began to closely study the girl, and was quick to discover that she had fiendish taint in her blood. Pavor, however, drifted slightly on the standard Chelexian line when it came to the worth of tieflings. While the girl was corrupted, she could definitely be of use, be molded into something of worth. After all, under proper tutelage and training, even a tiefling would be heading towards the same place as his soul. And so he began to hone her peculiar interests, training her on how to make use of the innate magic within her, how to restrain her tastes when it came to anyone undeserving of punishment, and most importantly, how to take orders. Eventually, Leid came of the age where she could actually leave and establish her own life separate of Pavor. For some time, she dallied with other adventurers in Cheliax, drifting from group to group as she enjoyed being paid to inflict the pain she loved so dearly. However, adventuring life was far from safe, and one day, Leid was a part of a group that wasn't skilled enough to combat their end. On that day, she died, a spear buried deep in her throat. But it seemed that once again, fate had other ideas for Leid. She's not sure how it happened, but she woke up again, the wound in her throat closed, on a ship headed towards Osirion, of all places. Having nothing else to do, Leid talked with her fellow passengers, discovering that most of them were headed to a city called Wati, hoping to get the chance to loot ancient tombs. Not really having the means to secure passage back to Cheliax, the tiefling decided to simply accept her fate once again, and has offered to help out another group with their looting, if only to get the needed funds to return to her home. --------------------
Personality-wise, she seems to be rather easy to get along with. That is, if you happen to be able to stomach her ideas of a good time. She fully embraces Kuthite philosophy and ideals, and is just as eager to accept her own pain as she is to inflict it upon others. Amazingly enough, if one happens to get into contact with some of her former compatriates, it becomes readily apparent that Leid has mellowed out somewhat. She's not nearly as gung-ho about torturing people as she was prior to her death, and actually now seeks consent for others pain rather than simply trying to inflict it when it's least expected. She even has a certain measure of protectiveness when it comes to those who consent to her attentions, and is willing to help them quite a bit. While not an extreme nationalist, Leid possesses a noticeable Chelexian sense of superiority, despite her "corrupted" origins. She openly disdains those who disapprove of her inhuman nature, and loves to explain that it simply gives her verified proof of her even more extreme superiority when compared to most Chelexians. Lastly, Leid quite enjoys being around those who attempt to exemplify their good natures. She takes it as a personal challenge, as more than a few of Asmodeus' teachings have rubbed off on her. She will leap headfirst into a philosophical conversation with them, and attempt to show them the error of their ways. |